Multilayer framework architecture and user interface for video gaming applications

ABSTRACT

The present disclosure is directed to a flexible architecture for video gaming applications. In some embodiments, the flexible architecture is platform agnostic and provides a continuous visual experience for players across different platforms while engaging them at different levels of play. The architecture provides user interfaces that facilitate access to video gaming applications in various ways that may include: via social networks or sites; via wall posts or via an online social networking service that enables its users to send and read text-based posts; via mobile devices (iOS, Android, or Windows-based smart phones); or via dedicated game consoles. In some embodiments, the flexible architecture provides multiple levels of play options, which may include a peer-to-peer competitive challenge level for “core” players, a “casual” play level for play with friends with whom a player shares an affinity, for example, in a social network; or a “spectator” mode that permits non-players in a network to assist friends. In some embodiments, feed-based triggers may allow for greater rewards to players and ease of discovering games.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.16/740,289, titled “Multilayer Framework Architecture and User Interfacefor Video Gaming Applications,” filed Jan. 10, 2020, which is acontinuation of U.S. patent application Ser. No. 15/428,914, titled“Multilayer Framework Architecture and User Interface for Video GamingApplications,” filed Feb. 9, 2017, which is a continuation of U.S.patent application Ser. No. 13/889,276, titled “Multilayer Framework andArchitecture with Variable Video Gaming Capabilities,” filed May 7,2013, and which is a continuation of U.S. patent application Ser. No.13/889,266, titled “Video Gaming Platform and User Interface,” filed May7, 2013, and which is a continuation of U.S. patent application Ser. No.13/889,274, titled “Providing Synchronized and Integrated Video Gaming,”filed May 7, 2013, and which is a continuation of U.S. patentapplication Ser. No. 13/889,284, titled “Providing Video Gaming ActionVia Communications In A Social Network,” filed May 7, 2013, each ofwhich incorporate each other by reference and each of which claim thebenefit under 35 U.S.C. § 119(e) of U.S. Provisional Application No.61/643,352, entitled “Multilayer Framework Architecture and UserInterfaces for Video Gaming Applications”, filed on May 7, 2012, theentire contents of all of which are incorporated herein by reference intheir entireties.

BACKGROUND

The present disclosure relates to video gaming platforms andapplications, including those accessed via online or digital services orcommunities, for example, social networks, or directly via hostedwebsites, dedicated either wholly or partially for the purpose ofimplementing video gaming applications. In particular, the presentdisclosure relates to multilayer system framework and architecture withvariable video gaming capabilities.

In recent years, video games have become extremely popular. Video gamesare used not only for entertainment, but also for instructionalpurposes. Players typically interact with a gaming application throughcomputer or console peripherals such as keyboard, mouse, joysticks, awide variety of game pads, and funny controllers such as the NESZapper®. More recently, nontraditional controller technologies such asdance pads, the Wii-Mote® or the Kinect®, offering new types of gamingexperiences are beginning to emerge. These technologies are capable ofenhancing games to incorporate movement, creating a new experience andattracting new audiences.

With the popularity of social networks reaching epic proportions, socialgames have also become very popular.

With the ongoing trends and exponential growth in video gaming, it wouldcertainly be beneficial to find better architectures for gamingapplications that continue to enhance the user experience.

SUMMARY

The present disclosure overcomes the deficiencies and limitations of theprior art by providing a technology with a flexible architecture forvideo gaming applications. In some embodiments, the flexiblearchitecture provides a continuous visual experience for players acrossdifferent platforms (platform agnostic) and engages them at differentlevels. Each of the players may have a unique and different visualexperience, depending upon the gaming platform a player uses. Thearchitecture facilitates access to video gaming applications in variousways, including 1) via social networks or sites, for example, accessedvia personal computers or laptops; 2) via wall posts or via an onlinesocial networking service that enables its users to send and readtext-based posts; 3) via mobile devices (iOS®, Android™, orWindows-based smart phones); and 4) via game consoles (for example,PS3®, Xbox 360®, or Wii®).

In some embodiments, the present disclosure overcomes the deficienciesand limitations of the prior art by providing a technology with asynchronized and integrated architecture for video gaming applications.In some embodiments, the synchronized and integrated architectureprovides a continuous visual experience for players across differentplatforms (platform agnostic) and engages them at different levels asthey access a particular game from the different platforms. In someinstances, each of the players may have a unique and different visualexperience, depending upon the gaming platform a player uses. Thearchitecture facilitates access to video gaming applications viapersonal computers, via mobile devices, via game consoles, via tabletsor the like. In some instances, a single player can play a particulargame including a main component and a sub-component from the differentplatforms, where play in the sub-component is seamlessly integrated intothe main component.

Video gaming applications may be purchased via platform applicationstores. These applications are supported by Android (Android is aLinux-based operating system for mobile devices such as smartphones andtablet computers—it is developed by the Open Handset Alliance), iOS (amobile operating system developed by Apple Inc.) platforms, and phonesoperating windows. The user interface of an iOS platform is based on theconcept of direct manipulation, using multi-touch gestures. Interfacecontrol elements consist of sliders, switches, and buttons. The responseto user input is immediate and provides a fluid interface.

Video gaming applications (e.g., in association with social networks)may be hosted or accessed via social networks, other third-partyservices or on third-party servers, stand-alone platforms, tablets,smartphones or the like. Multiple players (hundreds, thousands, if notmillions) may access gaming applications via any or all of these ways.In addition, the flexible architecture provides a scalableinfrastructure with cross-platform pollination technology (achievementsand rewards are transferred between platforms used by particularplayers) and secure collection of data. Video gaming applications may bebased on universal themes that appeal to a broad range of demographicsand provides a continuous flow of data analytics. They offeropportunities for configuring advertisements and promotions toaccomplish strategic goals.

In some embodiments, the flexible (and/or synchronized and integrated)architecture provides multiple levels of play, permitting players toengage in different ways from different platforms or a single player toengage from multiple platforms. The different levels of play optionsinclude 1) a peer-to-peer competitive challenge level for core players,2) a casual play option for play with friends with whom a player sharesan affinity, for example, in a social network; and a 3) spectator modethat permits non-players in a network to assist friends. Feed-basedtriggers allow for greater rewards to players and ease of discoveringgames.

In yet other embodiments, which may include any or all of the aspectsdescribed above, the flexible architecture permits mobile play,extending the gaming arena or world to different platforms, soachievements in a particular game may be earned and shared more easilyacross platforms. In addition, a player may earn location-based rewards.

Moreover, the flexible architecture provides a system of rewards atcheck-in, to coax players by providing greater incentives. The flexiblearchitecture permits concurrent “solo” play by a player or gamer,collaborative and competitive play by multiple players. The flexiblearchitecture has user interfaces that are configured to providedifferent experiences for different players, including for example, athree-dimensional user experience. In some embodiments, the video gamingapplications include story-driven quests and game play, giving playersmore than just tasks and chores. As one example, an aviation gamingapplication may utilize a collection of two hundred and fifty or moreaircrafts and include transactions relating to the aircrafts and theirenvironment, creation of the environment in which the aircrafts operate,etc. In this particular application, players may create and manage theirexperience (for example, build and manage an aviation empire), enjoy thethrill of history (aviation's past), and travel the globe and flythrough an open network of friendly and rival airports.

In yet other embodiments, the system provides a plurality of featuresfor player control of the virtual arena including control of “play”times, “gifts” and “rewards,” “collect” and “decorate” features, monitortypes of “play” (for example, acceleration progress), generate usercontent, etc.

In some embodiments, the video gaming applications may be free, whenaccessed via social-network platforms, in which instances revenue isgenerated via market place for products used during the game, directadvertising, etc. The flexible architecture permits for easy accessthrough a particular player's social network, allowing other players todiscover a particular game and permit conversion as necessary.

In yet other embodiments, linking or connecting platforms creates a moreinteresting gaming world.

BRIEF DESCRIPTION OF THE DRAWINGS

The present disclosure is illustrated by way of example, and not by wayof limitation, in the figures of the accompanying drawings, in whichlike reference numerals are used to refer to similar elements.

FIG. 1 is a high-level block diagram illustrating some embodiments of asystem architecture for providing video gaming platforms, accessedeither via a social network (hosted on a social network server or aserver associated with it), an online or digital live gaming server, ora third-party video gaming website (hosted by a third party on itsserver).

FIG. 2 is a block diagram illustrating some embodiments of a socialnetwork server or a third party server shown in FIG. 1 , including itshardware components.

FIG. 3 is a block diagram illustrating some embodiments of a gamingplatform shown in FIGS. 1 and 2 , and its software components.

FIG. 4 is an example flow chart illustrating an example general methodfor creating or branching off a sub game.

FIG. 5 is an example flow chart illustrating an example method forobtaining a promotion.

FIG. 6 is an example flow chart illustrating an example method forassigning a status (“leader” or “core,” “follower” or “casual,” or“bystander” or “spectator”) to a player.

FIG. 7 is an example flow chart illustrating an example method forearning rewards or features within a game.

FIG. 8 is a graphical representation illustrating a virtual game arenaaccessed by various users with varying status and an index of userstatus.

FIG. 9 is a graphical representation illustrating one example of a gamestructure.

FIG. 10 is a graphical representation illustrating a virtual game arenawith concurrent operation of multiple games.

FIG. 11 is a graphical representation of a data storage configurationwith storage of game-related information.

FIG. 12 is a flow chart illustrating an example method for game play, inthis instance an aviation game.

FIG. 13 is a graphical representation of an example action via a userinterface, by a user in a gaming application (e.g. aviation), forexample, where a user creates or sets an aviation route.

FIG. 14 is a graphical representation illustrating a gaming applicationsoperating on a third-party server, with concurrent play by users (gamersor players) from remote locations linked by an integrated userinterface.

FIG. 15 is a graphical representation illustrating an example userinterface display to one player with an in-game message related toanother player's activity.

FIG. 16 is a graphical representation illustrating an example userinterface display to one player with an in-game message awarding itemsfrom another player.

FIG. 17 is a graphical representation illustrating several examplein-game messages displayed to one player on another player's activity.

FIG. 18 is a graphical representation illustrating an example userinterface configured within a social network for accepting requests foruser game play within a game.

FIG. 19 is a graphical representation illustrating an example userinterface for interacting with a game via a social network includingunlocking new content.

FIG. 20A is a graphical representation illustrating an example userinterface display within a social network with a player's notificationabout one player's promotion within the game and other player commentson the player notification.

FIG. 20B is a graphical representation illustrating an example userinterface display within a social network with a player notificationabout one player's promotion within the game and other non-playercomments on the player notification.

FIG. 21A is a graphical representation illustrating an example useinterface within a social network with a player notification on aparticular player traveling to another player's area within the game andposting of other player comments further to the player notification.

FIG. 21B is a graphical representation illustrating an example userinterface for interacting with a game via a social network includingnon-players commenting on a player's activity within the game.

FIG. 22A is a graphical representation illustrating an example userinterface for interacting with a game via a social network includingplayers commenting on a player visiting a player's virtual area withinthe game.

FIG. 22B is a graphical representation illustrating an example userinterface for interacting with a game via a social network includingnon-players commenting on a player visiting a player's virtual areawithin the game.

FIG. 23A is a graphical representation illustrating an example userinterface for interacting with a game via a social network includingplayers commenting on a player sending items within the game.

FIG. 23B is a graphical representation illustrating an example userinterface for interacting with a game via a social network includingcomments from non-players on a player sending items within the game.

FIG. 24A is a graphical representation illustrating an example userinterface for interacting with a game via a social network includingplayers commenting on an item purchase within the game.

FIG. 24B is a graphical representation illustrating an example userinterface for interacting with a game via a social network includingnon-players commenting on an item purchase within the game.

FIG. 25A is a graphical representation illustrating an example userinterface for interacting with a game via a social network includingplayers commenting on an area purchase within the game.

FIG. 25B is a graphical representation illustrating an example userinterface for interacting with a game via a social network includingnon-players commenting on an area purchase within the game.

FIG. 26A is a graphical representation illustrating an example userinterface for interacting with a game via a social network includingplayers commenting on building an item within the game.

FIG. 26B is a graphical representation illustrating an example userinterface for interacting with a game via a social network includingnon-players commenting on building an item within the game.

FIG. 27A is a graphical representation illustrating an example userinterface for interacting with a game via a social network includingplayers commenting on a task within the game.

FIG. 27B is a graphical representation illustrating an example userinterface for interacting with a game via a social network includingnon-players commenting on a task within the game.

FIG. 28A is a graphical representation illustrating an example userinterface for interacting with a game via a social network includingplayers commenting on completing a task within the game.

FIG. 28B is a graphical representation illustrating an example userinterface for interacting with a game via a social network includingnon-players commenting on completing a task within the game.

FIG. 29A is a graphical representation illustrating an example userinterface for interacting with a game via a social network includingplayers commenting on arriving at another player's virtual area withinthe game.

FIG. 29B is a graphical representation illustrating an example userinterface for interacting with a game via a social network includingnon-players commenting on arriving at another player's virtual areawithin the game.

FIG. 30 is a graphical representation illustrating an example userinterface with displays of weather items and their descriptions.

FIG. 31 is a graphical representation illustrating an example userinterface configured to provide a game state that affects game play.

FIG. 32 is a flow chart illustrating an example general method forallowing access from one or more clients (e.g., players or gamers).

FIG. 33 is a flow chart illustrating an example method for determininggraphics based on a user device or platform.

FIG. 34 is a flow chart illustrating an example method for synchronizinginformation across platforms.

FIG. 35 is a graphical representation of a “virtual” game arenaillustrating several games (Game 1 through Game N) at play andreflecting variable user status for each of the users and the platformsused by each user to facilitate synchronized and integrated play.

FIG. 36 is a graphical representation/block diagram of example virtualgame play in a cloud of one or more games, each accessed via differentplatforms.

FIG. 37 is a graphical representation illustrating an example of adifferent user experience based on a user device and/or user preference.

FIG. 38 is a block diagram illustrating integrated and synchronized playfrom various access points.

FIG. 39 is a flow chart illustrating an example general method forposting game-play activity on a social network.

FIG. 40 is a flow chart illustrating an example general method forinteracting with a game based on social network activity.

FIG. 41 is a graphical representation of a particular user's (Player A)social network or social graph.

FIG. 42 is a graphical representation illustrating some embodiments offlexible architecture for the video gaming application shown in FIG. 1 ,showing the various types of platforms.

FIG. 43 is a graphical representation illustrating some embodiments ofmultiple devices connected for centralized game play.

FIG. 44 is a graphical representation illustrating some embodiments ofreceiving an in-game reward based on social network activity.

DETAILED DESCRIPTION

The present technology is directed to a video gaming platform andmultilayer or multi-tier architecture or framework for video games orvideo gaming applications with variable video gaming capabilitiesaccorded to players or gamers. The video games are for play by users(players or gamers), accessed either via social networks, or directly,on games hosted by third party servers, or otherwise in a cloud orcoordinated web sites etc. The specification describes examples of thevideo gaming platform and user interfaces that facilitate a unique userexperience and methods involved in the platform and user interface andfor operating them to facilitate play by remotely located players orgamers. These video gaming applications referenced or described here mayeither be hosted by an online community, for example, one or more socialnetworks, or alternatively, by third party servers that are wholly orpartially dedicated to gaming applications.

In some embodiments, the flexible and multilayer architecture provides acontinuous game and visual experience for players across differentplatforms (platform agnostic) and engages them at different levels ofplay and capability. Each of the players may have a unique and differentgaming experience, depending upon the level of play and capabilityaccorded to each player. This flexible architecture facilitates accessto video gaming applications in various ways, including 1) via socialnetworks or sites, for example, accessed via personal computers(desktops or laptops); 2) via wall posts or via an online socialnetworking service that enables its users to send and read text-basedposts; 3) via mobile devices (iOS, Android, or Windows-based smartphones); and 4) via game consoles (for example, PS3, Xbox 360, or Wii).

Video gaming applications may be purchased via platform applicationstores. These applications are supported by Android (Android is aLinux-based operating system for mobile devices such as smartphones andtablet computers—it is developed by the Open Handset Alliance), iOS (amobile operating system developed by Apple Inc.) platforms, and phoneoperating windows. The user interface of iOS is based on the concept ofdirect manipulation, using multi-touch gestures. Interface controlelements consist of sliders, switches, and buttons. The response to userinput is immediate and provides a fluid interface.

Video gaming applications may be hosted or accessed via social networks,other third party services or on third party servers, stand-aloneplatforms, tablets, smartphones, or the like. Multiple players(hundreds, thousands, if not millions) may access gaming one or moreapplications via any or all of these ways. In addition, the flexiblearchitecture provides a scalable infrastructure with cross-platformpollination technology (achievements and rewards are transferred betweenplatforms for particular players depending on their status) and securedata collection. Video gaming applications may be based on universalthemes that appeal to a broad range of demographics and provides acontinuous flow of data analytics. They offer opportunities forconfiguring advertisements and promotions to accomplish strategic goals.

In some embodiments, the flexible architecture provides multiple levelsof play, permitting players to engage in different ways and at differentlevels. The different levels of play options include 1) a peer-to-peercompetitive challenge level for “core” players, 2) a “casual” playoption for play with friends with whom a particular player shares anaffinity, for example, in a social network; and 3) a “spectator” modethat permits non-players in a network to assist friends. Feed-basedtriggers allow for greater rewards to players and ease of discoveringgames.

In yet other embodiments, which may include any or all of the aspectsdescribed above, the architecture permits play via mobile devices,extending the gaming arena or world to different environments, soachievements in a particular game may be earned and shared more easilyacross environments, depending upon player status. In addition, a playermay earn location-based rewards.

Moreover, the system provides rewards at check-in, to coax players byproviding greater incentives. The architecture permits for concurrent“solo” play by a player or gamer and collaborative and competitive playbetween multiple players. User interfaces are configured to providedifferent experiences for different players, including athree-dimensional user experience in some environments. In someembodiments, the video gaming applications include story-driven questsand game play, giving players more than just tasks and chores. As oneexample, a “core” player in an aviation gaming application, may utilizea collection of 250 aircrafts and include transactions relating to theaircrafts and its environment, to create an environment in which theaircrafts operate, etc. In this particular application, “core” playersmay create and manage their experience (for example, by creating anaviation empire), enjoy the thrill of history (aviation's past), andtravel the globe and fly through an open network of friendly and rivalairports. Other players, for example, “followers” may be accorded morerestricted play and capability.

The system provides variable features for player control (depending uponplayer status) of the virtual arena (e.g., associated with a socialnetwork) including control of “play” times, “gifts” and “rewards,”“collect” and “decorate,” monitor “play” (for example, accelerationprogress), generate user content, etc.

The video gaming applications may be free, when accessed viasocial-network platforms, in which instances revenue is generated viamarket place for products used during the game, direct advertising, etc.The flexible architecture permits for easy access through a particularplayer's social network, allowing other players to discover a particulargame and permit conversion as necessary. Linking or connecting platformscreates a more interesting and viable gaming world.

In some implementations, the architecture accords variable status toplayers who can opt for different levels of play. A “core” game playstatus enables players to be “leaders” and play the entire game. Aleader has control of all aspects of a particular gaming application. A“casual” or “follower” game play status enables players to play from adifferent perspective, providing access to only a portion of the entiregame. A “spectator” or “bystander” game play enables players to playfrom a reactive perspective. Players are accorded this status when theyinitiate play via a social network wall posting, a response to a socialnetworking service facilitating exchange of text or via any other keyword response, which has direct impact on game play. Players with thisstatus can request permission to visit game play arenas of otherplayers. This request may be in response to advertising or promotiondisplays.

Players (with any status described above) may access game play viamobile devices, at any location, and receive location-based rewards.They may access a virtual game arena, their own or that of otherplayers, via several platforms and take up play where they left off.They may link up friends for collaborative play. Players may alsoparticipate in standalone game play, via tablets, mobile devices,console-based game play, target-based game play or the like. Inaddition, the system permits cross-pollination game play, sending gameobjects from one game world or arena to another.

In the following description, for purposes of explanation, numerousspecific details are indicated in order to provide a thoroughunderstanding of the technology described. This technology may bepracticed without these specific details. In the instances illustrated,structures and devices are shown in block diagram form in order to avoidobscuring the technology. For example, the present technology isdescribed with some implementations illustrated below with reference touser interfaces and particular hardware. However, the present technologyapplies to any type of computing device that can receive data andcommands, and any devices providing services. Moreover, the presenttechnology may be described below primarily in the context of providingvideo game architecture; however, the present technology applies to anytype of situation and may be used for other applications beyond videogames. In particular, this technology may be used in other contextsbesides video games. The present technology may be described belowprimarily in the context of video gaming applications configured toenhance and improve the quality of these gaming applications in order tofacilitate synchronous play by hundreds, thousands, if not millions ofplayers. The players may enjoy different user experiences based on theirindividual preferences and may enjoy seamless play across differentgaming platforms or devices (desktop computer, mobile device or thelike). However, those skilled in the art should understand that thepresent technology applies to any type of application and can be usedfor other applications beyond gaming applications. The presenttechnology may be described below primarily in the context of videogaming applications configured to enhance and improve the quality ofthese gaming applications in order to facilitate synchronous play byhundreds, thousands, if not millions of players. The players may enjoydifferent user experiences based on their individual preferences and mayenjoy seamless play across different gaming platforms or devices(desktop computer, mobile device or the like). However, those skilled inthe art should understand that the present technology applies to anytype of application and can be used for other applications beyond gamingapplications.

Reference in the specification to “one embodiment,” “an embodiment,” or“some embodiments” means simply that one or more particular features,structures, or characteristics described in connection with the one ormore embodiments is included in at least one or more embodiments thatare described. The appearances of the phrase “in one embodiment orinstance” in various places in the specification are not necessarily allreferring to the same embodiment or instance.

Some portions of the detailed descriptions that follow are presented interms of algorithms and symbolic representations of operations on databits within a computer memory of either one or more computing devices.These algorithmic descriptions and representations are the means used tomost effectively convey the substance of the technology. An algorithm asindicated here, and generally, is conceived to be a self-consistentsequence of steps leading to a desired result. The steps are thoserequiring physical manipulations of physical quantities. Usually, thoughnot necessarily, these quantities take the form of electrical ormagnetic signals capable of being stored, transferred, combined,compared, and otherwise manipulated. It has proven convenient at times,principally for reasons of common usage, to refer to these signals asbits, values, elements, symbols, characters, terms, numbers, or thelike.

It should be understood, however, that all of these and similar termsare to be associated with the appropriate physical quantities and aremerely convenient labels applied to these quantities. Unlessspecifically stated otherwise, as apparent from the followingdiscussion, it should be appreciated that throughout the description,discussions utilizing terms, for example, “processing,” “computing,”“calculating,” “determining,” or “displaying” or the like, refer to theaction and processes of a computer system, or similar electroniccomputing device, that manipulates and transforms data represented asphysical (electronic) quantities within the computer system's registersand memories into other data similarly represented as physicalquantities within the computer system memories or registers or othersuch information storage, transmission, or display devices.

The present technology also relates to an apparatus for performing theoperations described here. This apparatus may be specially constructedfor the required purposes, or it may include a general-purpose computerselectively activated or reconfigured by a computer program stored inthe computer. For example, a computer program may be stored in acomputer-readable storage medium, for example, but not limited to, anytype of disk including floppy disks, optical disks, CD-ROMs, magneticdisks, read-only memories (ROMs), random access memories (RAMs), EPROMs,EEPROMs, magnetic or optical cards, flash memories including USB keyswith non-volatile memory or any type of media suitable for storingelectronic instructions, each coupled to a computer system bus.

This technology may take the form of an entirely hardwareimplementation, an entirely software implementation, or animplementation including both hardware and software components. In someinstances, this technology is implemented in software, which includesbut is not limited to firmware, resident software, microcode, etc.

Furthermore, this technology may take the form of a computer programproduct accessible from a computer-usable or computer-readable mediumproviding program code for use by or in connection with a computer orany instruction execution system. For the purposes of this description,a computer-usable or computer-readable medium may be any apparatus thatcan include, store, communicate, propagate, or transport the program foruse by or in connection with the instruction execution system,apparatus, or device.

A data processing system suitable for storing and/or executing programcode includes at least one processor coupled directly or indirectly tomemory elements through a system bus. The memory elements may includelocal memory employed during actual execution of the program code, bulkstorage, and cache memories, which provide temporary storage of at leastsome program code in order to reduce the number of times code may beretrieved from bulk storage during execution.

Input/output or I/O devices (including but not limited to keyboards,displays, pointing devices, etc.) may be coupled to the system eitherdirectly or through intervening I/O controllers.

Communication units including network adapters may also be coupled tothe systems to enable them to couple to other data processing systems,remote printers, or storage devices, through either intervening privateor public networks. Modems, cable modems, and Ethernet cards are just afew examples of the currently available types of network adapters.

Finally, the algorithms and displays presented in this application arenot inherently related to any particular computer or other apparatus.Various general-purpose systems may be used with programs in accordancewith the teachings here, or it may prove convenient to construct morespecialized apparatus to perform the required method steps. The requiredstructure for a variety of these systems is outlined in the descriptionbelow. In addition, the present technology is not described withreference to any particular programming language. It should beunderstood that a variety of programming languages may be used toimplement the technology as described here.

Example Architecture Overview

FIG. 1 is a high-level block diagram illustrating some embodiments ofsystems for providing gaming applications, either via social networks,an online live gaming server, or on third party servers. The system 100illustrated in FIG. 1 provides gaming platforms 106 a or 106 b so thatparticipants (players or gamers) may access one or more gamingapplications, initiate a play on one device or gaming platform andcontinue play at another device or gaming platform, making transitionsbetween devices or platforms essentially seamless and enabling acontinuous playing experience.

The system 100 includes one or more social network servers 102 a through102 n that may be accessed via user devices 115 a, 115 b through 115 n,which are used by users 125 a, 125 b, through 125 n, to connect to anyone of the social network servers 102 a through 102 n. The user devices115 a through 115 n may be a desktop computer, a game system or a mobilephone. These entities (user devices 115 a-115 n and social networkservers 102 a-102 n) are communicatively coupled via one or morenetworks 105 a, 105 b, and 105 n. Although only three user devices orplatforms 115 a, 115 b through 115 n are illustrated, any numbers ofuser devices or platforms 115 n may be used by any number of users(players, gamers, or the like) 125 n. Moreover, those skilled in the artshould recognize that while the present disclosure is described belowprimarily in the context of providing gaming applications, the presentdisclosure may be applicable to other types of applications, forentertainment or otherwise. As some examples, gaming applications mayinclude operations for creating plays, participating in plays, etc.

The user devices 115 a through 115 n in FIG. 1 are illustrated by way ofexample. Although FIG. 1 illustrates only three devices, the presentdisclosure applies to any system architecture having one or more userdevices 115 a through 115 n (with user-interface applications 117 athrough 117 n), therefore, any number of user devices 115 n (hundreds,thousands, even millions or more) may be used.

Furthermore, while only three networks 105 a, 105 b, and 105 n areillustrated as coupled to the user devices 115 a, 115 b through 115 n,the social network servers 102 a-102 n, the profile server 130, the webserver 132, the online live gaming server 140, the cross-platform server142, and one or more third party servers 134 a through 134 n, inpractice, any number of networks 105 n may be connected, either directlyor indirectly, to these entities. In addition, although only two thirdparty servers 134 a through 134 n are shown, the system architecture 100may include one or more third party servers 134 n, each with a gamingplatform 106 b through 106 n, operating one or more gaming applicationsthat are similar or different.

In some embodiments, the social network server 102 a is coupled to thenetwork 105 a, via a signal line 110. The social network server 102 aincludes a social network application 104, which comprises the softwareroutines and instructions to operate the social network server 102 a andits functions and operations. Although only one social network server102 a is described here, persons of ordinary skill in the art shouldrecognize that multiple servers may be present, as illustrated by socialnetwork servers 102 n, each with functionality similar to social networkserver 102 a or different.

The term “social network” as used here encompasses its plain andordinary meaning including, but not limited to, any type of socialstructure where the users are connected by a common feature or link. Thecommon feature includes relationships/connections, e.g., friendship,family, work, a similar interest, etc. The common features are providedby one or more social networking systems, such as those included in thesystem architecture 100, including explicitly-defined relationships andrelationships implied by social connections with other online users,where the relationships form a social graph 108.

The term “social graph” as used here encompasses its plain and ordinarymeaning including, but not limited to, a set of online relationshipsbetween users (players and non-players), such as provided by one or moresocial networking systems, operating on social network servers 102 athrough 102 n, including explicitly-defined relationships andrelationships implied by social connections with other online users,where the relationships form a social graph. In some examples, thesocial graph 108 may reflect a mapping of these users and how they arerelated.

It should be understood that social network server 102 a and the socialnetwork software/application 104 are representative of a single socialnetwork. Each of the plurality of social networks 102 a through 102 n iscoupled to any one of the networks 105 a, 105 b, and 105 n, each havingits own server, application, and social graph. For example, a firstsocial network system operated or hosted on a social network server maybe directed to business networking, a second directed to or centered onacademics, a third directed to local business, a fourth directed todating or gaming, and yet others directed to other general interests orperhaps a specific focus. Yet, each may provide access to a gamingplatform 106 a for operating or providing access to video gamingapplications.

A profile server 130 is illustrated as a stand-alone server in FIG. 1 .In other embodiments of the system architecture 100, all or part of theprofile server 130 may be part of the social network server 102 a. Theprofile server 130 is directly connected to the network 105 a, via aline 131. The profile server 130 stores profiles for all the users thatbelong to a social network. A third party server 134 a is connected tothe network 105 b, via a signal line 135. A web server 132 is connected,via a line 133, to the network 105 n. The web server 132 delivers accessto content, via the internet, for example, by hosted websites or thelike. Users may use the web browsers on their electronic devices orgaming platforms to browse for gaming applications and access websiteshosting gaming applications. An online-live-gaming server 140 isconnected to the network 105 a by line 141 and a cross-platform server142 is connected to a network 105 n by line 143. The cross-platformserver 142 may serve as a gateway to different servers and accommodatingaccess by different user platforms.

An online live gaming server 140 is an online multiplayer gaming anddigital media delivery service connected to the network 105 a through105 n via signal line 141 for providing users (i.e., players) withonline gaming capabilities. This allows users to interact (e.g., playgames) with multiple players (hundreds, thousands, if not millions) viathe online live gaming server 140 (e.g., Xbox Live, PlayStation Network,etc.).

A cross-platform server 142 is an online server connected to the network105 a through 105 n via signal line 143 that receives information fromone or more clients (e.g., mobile device, social network, gaming server,etc.) and translates the data such that it becomes usable by the gamingplatform 106 a through 106 n. The cross-platform server 142 alsotranslates information from the gaming platform 106 a through 106 n suchthat it becomes usable by the one or more clients (e.g., mobile device,social network, gaming server, etc.).

The user devices or player gaming platforms 115 a through 115 n can be acomputing device, for example, a laptop computer, a desktop computer, atablet computer, a mobile telephone (iOS, Android, or windows-basedphone, a personal digital assistant (PDA), a mobile email device, aportable game player, a game console (PS3, Xbox 360, Wii or the like) aportable music player, a television with one or more processors embeddedin the television or coupled to it, or any other electronic devicecapable of accessing a network and participating in a gamingapplication. The user devices 115 a through 115 n include user-interfaceapplications indicated by reference numerals 117 a, 117 b, through 117n.

The network 105 a, 105 b, or 105 n, is of conventional type, wired orwireless, and may have any number of configurations, such as a starconfiguration, token ring configuration, or other configurations knownto those skilled in the art. Furthermore, the network 105 may comprise alocal area network (LAN), a wide area network (WAN, e.g., the Internet),and/or any other interconnected data path across which one or moredevices may communicate.

In another embodiment, the network 105 a, 105 b, or 105 n may be apeer-to-peer network. The network 105 a, 105 b, or 105 n may also becoupled to or include portions of one or more telecommunicationsnetworks for sending data in a variety of different communicationprotocols.

In yet another embodiment, the network 105 a, 105 b, or 105 n, includesBluetooth communication networks or a cellular communications networkfor sending and receiving data such as via short messaging service(SMS), multimedia messaging service (MMS), hypertext transfer protocol(HTTP), direct data connection, WAP, email, etc.

In some embodiments, the social network server 102 a, the profile server130, the web server 132, the online-live-gaming server 140, andcross-platform server 142, and the third party servers 134 a through 134n are hardware servers including a processor, memory, and networkcommunication capabilities. One or more of the users (players or gamers)125 a through 125 n access any of the social network servers 102 athrough 102 n, or the third party servers 134 a through 134 n, or any ofthe other servers, via browsers in their user devices or gamingplatforms and via the web server 132. The user devices 115 a through 115n have user interface applications 117 a, 117 b, through 117 n, thatmanage access by particular players to select gaming applications ortheir choice.

FIG. 2 is a block diagram illustrating some embodiments of the socialnetwork server 102 (a through n) or third party server 134 (a through n)or any other server hosting a gaming environment. In FIG. 2 , likereference numerals have been used to reference like components with thesame or similar functionality that has been described above withreference to FIG. 1 . Since those components have been described abovethat description is not repeated here. The social network server 102 agenerally comprises one or more processors, although only one processor235 is illustrated in FIG. 2 . The processor is coupled via a bus 220 tomemory 237 and database storage 233, which stores user account data 252,game options data 254, user rewards/points 256, user play/save data 258,game options/preferences 260, promotion data 262 and advertising data264.

In some embodiments, the database storage 233 is a database organized bythe hosting server and the user or either one. For each user or player,the data storage 233 stores data on the user and user game plays, etc.For example, this data may include related social network activity suchas posts, shares, invitations, status changes, etc., associated witheach user engaged in a video gaming application.

A user or player 125 a, via a user or gaming device 115 a, communicatesa request to initiate a gaming application or reacts to a keyword viacommunication unit 239. The “set up” for a video gaming application ismanaged by the gaming platform 106 a. It should be recognized that thegaming platform 106 a (illustrated in the social network server 102 a)and 106 b (illustrated in the third party server 134 a) are shownseparately, but include similar functionality, at least for purposes ofoperating the gaming applications. A user or player display 25 coupledto the user device 115 a through n, is configured to provide the videosource of the gaming application in one of many formats, high definitiongraphics, three dimensional formats, etc.

Referring now to FIG. 3 , like reference numerals have been used toreference like components with the same or similar functionality thathas been described above with reference to FIG. 1 . Since thosecomponents have been described above, that description is not repeatedhere. The gaming platform or environment 106 (a or b) includes variousmodules that are programmed to perform the functionalities describedhere. These modules may be variously distributed or may be in a singleunit. The gaming platform 106 includes a user/player interface module301, a permissions module 303, a user/player account module 305, auser/player status module 307, a promotion/rewards module 309, a gameinitiation/operation module 311, and a social-network module 313. Eachof these modules is coupled to a software communication mechanism 320 tocommunicate the other modules. Examples of a software communicationsmechanism 320 may be an object bus (such as COBRA), direct socketcommunication (such as TCP/IP sockets) among software modules, remoteprocedure calls, UDP broadcasts and receipts, HTTP connections, functionor procedure calls, etc. Further, any or all of the communication couldbe secure (SSH, HTTPS, etc.). The software communication can beimplemented on any underlying hardware, such as a network, the Internet,a bus 220 of FIG. 2 , or a combination thereof, etc.

By way of example, a particular user 125 a communicates via a userdevice 115 a, to either initiate or react to a game play. The userinterface module 301 facilitates a connection of the user device 115 awith the social network server 102 a, in the event the player wishes toengage or participate in a gaming application via the social networkserver 102 a. The permission module 303 ensures that the user device iscompliant with protocols and any privacy concerns. Once a video gamingapplication has been set up, the user/player account module 305 makes anote of the user to determine if the user has an existing account ormust create one. The user/player status module 307 considers the statusof the various users (“leader,” “follower,” or “spectator”). Apromotion/rewards module 309 operates the necessary promotionspermitting players to earn rewards accorded by the promotions. The gameinitiation/operation module 311 initiates play and the social networkmodule 313 tracks the applications engaged by a particular player andupdates the player's social profile accordingly.

Example Methods

FIG. 4 is a flow chart illustrating one example method 400 for one ormore users (players or gamers) to select a “main” game and branch offfor playing a portion of the “main” game. The method 400 begins withselecting a “main” game at block 402, and initiating a game play, foreither “solo” play or collaborative or cooperative play, illustrated byblock 404. The method 400 proceeds to the next block 406, at whichpoint, one or more players (with their user devices) create one or moresub games based on the “main” game or branching off from the “main”game. As explained above, players may pursue a particular aspect of the“main” game, separately, either via the same player device, or viaanother user device (for example, move from a desktop or dedicated gameconsole, to a mobile device, for example, a smartphone).

The method 400 proceeds to block 408, at which stage, user informationrelating to the sub game is stored on the user device. At block 410, themethod 400 proceeds and transfers the user information to the “main”game. Finally, the method 400 proceeds to block 412, at which stage, the“main” game is synchronized with the user information obtained from thesub game.

Referring now to the flow chart illustrated in FIG. 5 , an examplemethod for obtaining a promotion is described. As described above, videogaming applications may be used in conjunction with promotions oradvertising in order to coax players to purchase products or servicesthat are either related to the gaming applications or otherwise. Theuser interface is configured to provide rewards to players uponreceiving the promotions or advertising. The example method 500illustrated here begins at block 502, where user or player accounts arecreated when a user or player decides to initiate play of a particulargaming application. The player then participates in the promotion, forexample, by viewing the particulars of a promotion (advertising on aproduct or service), and receives additional points for creating anaccount, as indicated at block 504. The method 500 proceeds to block506, where the promotion is stored into the particular player's accountand at block 508 the player initiates game play.

Referring now to the flow chart illustrated in FIG. 6 , some exampleoperations for providing multiple levels of play are illustrated. Inparticular, FIG. 6 illustrates an example method 600 for assigning astatus to a player. The method 600 begins and proceeds to block 602, atwhich point users are signed in. The user or player can indicatepreferences for the level of play the user desires to participate at,which are received by the video gaming platform, as illustrated at block604. The video gaming platform assigns a status to the user, at block606, for example, designating the user as a “leader,” a “follower,” a“bystander” or any other designation used by the video gamingapplication. Each of these designations imposes limits on playassociated with them. For example, as indicated above, a “leader” ispermitted to play the entire game whereas a “follower” is permitted toplay only a portion of the game. The video gaming platform modifiesplayer capabilities based on user status, as illustrated at block 608.User “status” accords full play capabilities to a “leader,” “restricted”or “limited” play capabilities to a “follower” and “viewing” andcapability to “influence” play with keyword responses to a “bystander.”

FIG. 7 illustrates an example method 700 for earning rewards/featureswithin a game. The example method 700 begins and proceeds to block 702,at which stage, a user or player signs in or is displayed log-inoptions. The method 700 proceeds to block 704 including one or moreoperations for initiating or accepting user game play. The method 700proceeds to block 706, at which stage, one or operations receive rewardsand/or features for players based on game play. The method 700 proceedsto the next block 708, which includes one or more operations for storingreceived rewards and/or features for player accounts.

FIG. 8 illustrates that multiple users, for example, Users 1, 2, 3,through N, each with a different status, for example, either “leader,”“bystander,” or “follower,” may initiate games, for example Game 1(indicated by reference numeral 810 a), Game 2 (indicated by referencenumeral 810 b), Game 3 (indicated by reference numeral 810 c), throughGame N (indicated by reference numeral 810 d). Each of these games isplayed in a virtual game arena 804, either individual or shared, hostedon a dedicated server or in a cloud. User 2 is illustrated as branchingoff a sub game 1 (indicated by reference numeral 820), for separateplay. Any information accumulated during the sub game is synchronizedafter User 2 reconnects to the original game. A user with “bystander”status may influence the game by responding to wall posts or respondingwith a key word. Reward or point allocation is based on the status ofthe player. For example, a player playing a game (for example, afollower), receives rewards or takes away from the main game player morethan a bystander does. A bystander does not receive any rewards; itsrole is simply to assist a friend or influence game play by a “core”player.

FIG. 9 illustrates a video gaming scenario, with two core players 1 and2 (at A and D), who have a “leader” status, illustrated at 902 and 908.A “casual” player or “follower” (at B) is illustrated by referencenumeral 904 and has the capability to influence both the core players,as indicated by the arrows. Additionally, a “core” player, for example,Player 2, can participate as a “bystander” as well and influence another“core” player, Player 1. A non-player or “bystander” may alsoparticipate and provide keyword-based participation. All the variousplayers interact with each other, some having larger impact (those thatare “leader” or “core” players) on the play of another “core” player,whereas a “casual” player has a smaller or little impact on the play ofothers, and a “bystander” has even less impact.

As one example, a religious gaming application is described here. A“core” player may create his or her own church or organization. Another“core” player 2 may create his or her own church or organization aswell. The “casual” player 3 may be a follower of both “core” Player 1and Player 2, such that acts by the “follower” either enhance or detracta play by Player 1 or Player 2. For example, the “follower” Player 3 maygive virtual money ($10 per day out of a $20) to each of the “core”players. Circumstances may change this flow of money, for example,“core” Player 2 upsets follower Player 3, who routes all of his virtualmoney to Player 1. Player 2 may retaliate against Player 3, byinitiating an action against Player 1, creating a deficit in his or heraccount, thereby impacting the play by Player 1. Likewise, the bystanderC may continue to influence plays by Player 1 or Player 2.

FIG. 10 illustrates a gaming scenario with the virtual game arena 804with Game 1 (indicated by reference numeral 810 a), Game 2 (indicated byreference numeral 810 b), Game 3 (indicated by reference numeral 810 c)through Games N (indicated by reference numeral 810 d) engaged by users.A user creates an account to play any of these games and may receivedisplay of a promotion or advertisement. The user may acknowledge thepromotion and instantly earn points or rewards from the game. Theseoperations are controlled by a controller or processor 1010. Userinformation is recorded in memory 1020. The user information may beuser-game relationship data, user points (check-in rewards and pointsearned by play).

FIG. 11 illustrates an example data storage configuration. The datastorage 233 may include various types of data. In a first data cell 252,the data storage 233 includes user-account data 252, which may include aname, user name, age and birthdate, all of these items indicatedgenerally by reference numeral 1110. The data storage 233 in a secondcell may include a game-options data, including data on sound, graphics,monitor, and controls, indicated generally by reference numeral 1120.The data storage 233 may include in a third cell, user rewards/pointsincluding data on unlocked content, number of points, and rewards, allof these items indicated generally by reference numeral 1130. In afourth cell, the data storage 233 includes a user play/save dataindicated by reference numeral 258 including as examples “game save”data or “location” data, both examples indicated generally by referencenumeral 1160. In a fifth cell, the data storage 233 includes gameoptions/preferences, indicated by reference numeral 260, including asone example game-specific options, indicated by reference numeral 1150.In a sixth cell, the data storage 233 may include promotions data,indicated by reference numeral 262, including as examples data onpromotions, and unlocked promotion content, indicated generally byreference numeral 1160. In a seventh cell, the data storage 233 includesadvertising data, indicated by reference numeral 264, which may includedata on advertisements 1, 2, through N, all of this data indicatedgenerally by reference numeral 1170.

FIG. 12 illustrates an example method for aviation game play. It shouldbe understood that the order of the operations in FIG. 12 is merely byway of example and may be performed in different orders than those thatare illustrated and some operations may be excluded, and differentcombinations of the operations may be performed. In the example methodillustrated, one or more operations may include signing in/logging in toa select game (for example, an aviation game), as illustrated by block1202. The method 1200 then proceeds to the next block 1204 and mayinclude one or more operations to perform an action within the game (forexample, displayed as a two-dimensional or three-dimensional display).The method 1200 then proceeds to the next block 1206 and may include oneor more operations to post a description of the action in a socialnetwork feed. The method 1200 then proceeds to the next block 1208 andmay include one or more operations to receive one or more rewards basedon events from the social network feed and/or player interactions.

FIG. 13 illustrates an example of a graphical representation of a flightroute that may be created in this gaming application (aviation game).Multiple players (Gamers 1 through 6) may engage in this game, asillustrated by reference numeral 1410 in FIG. 14 . Each of these gamersmay be at remote locations and may access this game operated on a thirdparty server. An action by gamer 1 impacting another gamer is indicatedto any of the other gamers impacted, requiring acceptance or denial bythe gamer impacted. The impacted gamer may “accept” the action,indicated by reference numeral 1420 or may “decline” the action,indicated by reference numeral 1430.

As one example of a select game, an aviation video gaming application isdescribed here in FIG. 15 through FIG. 31 . FIG. 15 illustrates someembodiments of a user interface 1500 for displaying an in-game messagerelated to another player's activity. A player may receive an in-gamenotification (indicated by reference numeral 1510) describing certainactivities relating to the player. For example the in-game notification(indicated by reference numeral 1510) states that friends have visitedthe player's airport and allows the player to view the description (bypressing the button 1520) of what the friends' did while at the player'sairport.

FIG. 16 illustrates some embodiments of a user interface 1600 fordisplaying an in-game message related to awarding items. A player mayreceive an in-game notification (indicated by reference numeral 1610)describing an in-game item that was given to the player by a friend toassist the player in completing a quest (i.e., challenge). The in-gamenotification (indicated by reference numeral 1610) may also allow theuser (via the share button 1620) to share this information and/or thein-game item with one or more additional players. The in-gamenotification (indicated by reference numeral 1610) may also allow theuser (via the close button 1620) to hide the in-game notification.

FIG. 17 illustrates some embodiments 1700 of example in-game messagesrelated to another player's activity. For example, a player may giveexperience points to another player, as indicated by the in gamenotification 1710. A player may sabotage another player's flight bydamaging the airplane, as indicated by the in game notification 1720. Aplayer may sabotage another player's airport by damaging a constructionsite, as indicated by the in game notification 1730. A player mayimprove another player's travel time by giving them clear skies, asindicated by the in game notification 1740. A player may have theirairport shut down due to in-game weather conditions, as indicated by thein game notification 1750. A player may have their airport shut down dueto a particular event, for example, the president visiting a player'sairport, as indicated by the in game notification 1760.

FIG. 18 illustrates an example of the user interface display 1800 to auser in the event a video gaming application is hosted or accessed by asocial network. A user may accept a request via posting a comment(#accept in this example) to the social network post. User posts areindicated by 1810, user activities or operations during play areindicated by 1820, and user acceptances (indicated by reference numeral1840) and approvals are indicated by reference numeral 1830.

FIG. 19 illustrates an example of a user interface 1900 for unlockinggame play content within the game. A user may unlock in-game content byposting a comment on a player's social network post. A friend'sactivities and status during a game are indicated by 1920, and promotionapprovals are indicated by 1930. Approvals may be by the user's friends1940 and 1950.

As one example, an aviation video gaming application is described here.The specific rules of the social network aspect of the aviation gamingapplication (e.g., AviNation) are indicated below, simply by way ofexample:

GPS/Check-In Game Play—Airport Specific

Player must log back into the game to collect all that they have earnedevery time someone posts. If not, they are subject to losing benefits(see comments)

1. Airport Check-ins (only players who are playing the game):

-   -   1. For the player who checks in receives:        -   1. Passengers (e.g. Extra 10/100)—[can only check-in to same            airport once per day]        -   2. Virtual currency (e.g. $10,000) [automatically added to            players account]        -   3. Either experience or energy points (not both)    -   2. For the players who “like” the check-in:        -   1. The player who checked in receives:            -   1. Passengers            -   2. Energy points        -   2. The player who clicked “like” receives:            -   1. Additional passengers            -   2. Energy points        -   3. Non-Players who “like” the check-in, the main player is            awarded a fraction of passengers/energy (e.g., ⅕ or less)    -   3. Comments (Key Words)—each player can only post one key        word—subsequent posts from the same player are ignored.        -   1. “Oversold”            -   1. Each player of AviNation receive 10% of the                passengers that the primary check-in player has earned                but not collected yet;            -   2. Each non-player results in a loss of one-passenger                from the primary check-in player has earned but not                collected yet;        -   2. “Flight Cancelled”            -   1. Player who first posts this that plays AviNation                receives all of the passengers that the primary check-in                player has earned but not yet collected;            -   2. Player who second posts this receives all the energy                a player has earned upon check-in but has not yet                collected;        -   3. “Mechanical”—anyone can post            -   1. One of the check-in player's aircraft must be                repaired (random aircraft) before it can fly again—only                one airplane can be affected and only once by a player.        -   4. “Frequent Flyer”            -   1. Each player of AviNation receives a 10% passenger                bump for the day; check-in player receives a 10% bump on                uncollected passengers                Airport specific check-ins should be focused on                passengers, money, and possibly experience or energy                (not both).                Player Wall Post of a New Route Established                For players advertising a new route on their wall:    -   1. “like” post:        -   1. Player who posted the new route receives:            -   1. New passengers for the day (player must log in to                collect)            -   2. Experience or Energy (not both)        -   2. Player who “liked” the post that plays the game receives:            -   1. Certain number of passengers for the day        -   3. Non-players who “like” the post add ⅕ (or minimum number)            of the passengers (e.g., 1)    -   2. Comments (key words):        -   1. “Oversold”            -   1. Each player of AviNation receive 10% of the                passengers that primary check-in player has earned but                not collected yet;            -   2. Each non-player results in a loss of one-passenger                from the primary check-in player has earned but not                collected yet;        -   2. “Flight Cancelled”            -   1. Player who first posts this that plays AviNation                receives all of the passengers that the primary check-in                player has earned but not yet collected;            -   2. Player who second posts this receives all the energy                a player earned upon check-in but has not yet collected;        -   3. “Mechanical”—anyone can post            -   1. One of the check-in players aircraft must be repaired                (random aircraft) before it can fly again—only one                airplane can be affected and only once by a player.        -   4. “Frequent Flyer”            -   1. Each player of AviNation receives a 10% passenger                bump for the day; check-in player receives a 10% bump on                uncollected passengers                Action of a Player Who Buys a New Airplane:    -   1. “like”        -   1. Player who posted receives:            -   1. Additional fuel (free)        -   2. Player who “liked” the post receives:            -   1. 5 additional passengers    -   1. Comments (key words):        -   1. “Mechanical”—anyone can post            -   1. One of the check-in players aircraft must be repaired                (random aircraft) before it can fly again—only one                airplane can be affected and only once by a player.        -   2. “Frequent Flyer”            -   1. Each player (original post and respondent) of                AviNation receives a 10% passenger bump for the day;                check-in player receives a 10% bump on uncollected                passengers                In general for each action, the following are examples:    -   1. Each post does NOT have to award a lot of game items to the        original poster or the respondent. It is kept in context to what        is being posted. Examples:        -   1. Setting up a new route may earn experience and passengers        -   2. Buying an airplane may award fuel and passengers        -   3. Setting up a terminal may award passengers and energy    -   2. There needs to be competitive play in the spectator wall        posts with key words:        -   1. Key words that continue to award to the primary poster            and also the spectator;        -   2. Key words that ‘steal’ items away from primary poster to            respondent player;        -   3. Key words that are detrimental to a player (whether            completely detrimental or just gives everything not            collected to the respondent player)        -   4. Key words that are descriptive to the action involved.    -   3. The “like” button should award items to both players    -   4. Players who are being awarded items must go back (log-in) to        the game to collect them or they are fair game for other players

FIG. 20A illustrates an example of a user interface 2000 within a socialnetwork with a player notification about one player's promotion withinthe game and other player comments on the player notification. Forexample, the post 2004 indicates that the player has been promotedwithin the game. The notification 2010 indicates that for the approval2012 from a player, the commenter and the poster receive three pointswithin the game. The notification 2020 indicates that for the comment2022, the commenter and the poster receive five points within the game.

FIG. 20B illustrates an example of a user interface 2050 within a socialnetwork with a player notification about one player's promotion withinthe game and other non-player comments on the player notification. Forexample, the post 2054 indicates that the player has been promotedwithin the game. The notification 2060 indicates that for the approval2062, the player (i.e., poster) receives three points within the game.The notification 2070 indicates that for the comment 2072 from anon-player, the player (i.e., poster) receives one point within thegame.

FIG. 21A illustrates an example of a user interface 2100 within a socialnetwork with a player notification about one player traveling to anotherplayer's area within the game and other player comments on the playernotification. For example, the post 2102 indicates that the player istraveling to another player's airport. The notification 2110 indicatesthat for the approval, the flight time is decreased by 5%. Thenotification 2112 indicates that for the comment “#divert” from aplayer, the airplane is sent to the commenter's airport. Thenotification 2114 indicates that for the comment “#roger” from a player,the airplane receives two passengers. The notification 2116 indicatesthat for the comment “#clear skies” from a player, the flight time isdecreased by 5%. The notification 2118 indicates that for the comment“#turbulence” from a player, the flight time is increased by 5%. Thenotification 2120 indicates that for the comment “#thunderstorm” from aplayer, the commenter receives a thunderstorm item (in-game item). Thenotification 2122 indicates that for the comment “#snowstorm” from aplayer, the commenter receives a snowstorm item (in-game item).

FIG. 21B illustrates an example of a user interface 2150 within a socialnetwork with a player notification about one player traveling to anotherplayer's area within the game and other non-player comments on theplayer notification. For example, the post 2152 indicates that theplayer is traveling to another player's airport. The notification 2160indicates that for the approval, the flight time is decreased by 5%. Thenotification 2162 indicates that for the comment “#divert” from anon-player, the airplane is sent to the closest friend's airport. Thenotification 2164 indicates that for the comment “#roger” from anon-player, the airplane receives one passenger. The notification 2166indicates that for the comment “#clear skies” from a non-player, theflight time is decreased by 5%. The notification 2168 indicates that forthe comment “#turbulence” from a non-player, the flight time isincreased by 5%. The notification 2170 indicates that for the comment“#thunderstorm” from a non-player, the player's airport is hit by athunderstorm. The notification 2172 indicates that for the comment“#snowstorm” from a non-player, the player's airport is hit by asnowstorm.

FIG. 22A illustrates an example of a user interface 2200 within a socialnetwork with a player notification about one player visiting anotherplayer's area within the game and other player comments on the playernotification. For example, the post 2202 indicates that the player isvisiting another player's airport. The notification 2210 indicates thatfor the approval, one energy point is given to both players. Thenotification 2212 indicates that for the comment “#thanks” from aplayer, five energy points are given to both players. The notification2214 indicates that for the comment “#thunderstorm” from a player, thecommenter receives a thunderstorm item (in-game item). The notification2216 indicates that for the comment “#snowstorm” from a player, thecommenter receives a snowstorm item (in-game item).

FIG. 22B illustrates an example of a user interface 2250 within a socialnetwork with a player notification about one player visiting anotherplayer's area within the game and other non-player comments on theplayer notification. For example, the post 2252 indicates that theplayer is visiting another player's airport. The notification 2260indicates that for the approval, one energy point is given to the player(i.e., poster). The notification 2262 indicates that for the comment“#thanks” from a non-player, two energy points are given to the player(i.e., poster). The notification 2264 indicates that for the comment“#thunderstorm” from a non-player, the player's (i.e., poster) airportis hit by a thunderstorm. The notification 2266 indicates that for thecomment “#snowstorm” from a non-player, the player's (i.e., poster)airport is hit by a snowstorm.

FIG. 23A illustrates an example of a user interface 2300 within a socialnetwork with a player notification about one player sending a game-playitem within the game and other player comments on the playernotification. For example, the post 2302 indicates that the player hassent an airplane to an in-game airport (in this example John WayneAirport). The notification 2310 indicates that for the approval, theflight time is decreased by 5%. The notification 2312 indicates that forthe comment “#bird attack” from a player, the airplane is damaged andthe flight time is increased by 5%. The notification 2314 indicates thatfor the comment “#turbulence” from a player, the flight time isincreased by 5%. The notification 2316 indicates that for the comment“#clear skies” from a player, the flight time is decreased by 5%. Thenotification 2318 indicates that for the comment “#thunderstorm” from aplayer, the commenter receives a thunderstorm item (in-game item). Thenotification 2320 indicates that for the comment “#snowstorm” from aplayer, the commenter receives a snowstorm item (in-game item).

FIG. 23B illustrates an example of a user interface 2350 within a socialnetwork with a player notification about one player sending a game-playitem within the game and other non-player comments on the playernotification. For example, the post 2352 indicates that the player hassent an airplane to an in-game airport (in this example John WayneAirport). The notification 2360 indicates that for the approval, theflight time is decreased by 5%. The notification 2362 indicates that forthe comment “#bird attack” from a non-player, the airplane is damagedand the flight time is increased by 5%. The notification 2364 indicatesthat for the comment “#turbulence” from a non-player, the flight time isincreased by 5%. The notification 2366 indicates that for the comment“#clear skies” from a non-player, the flight time is decreased by 5%.The notification 2368 indicates that for the comment “#thunderstorm”from a non-player, the player's (i.e., poster) airport is hit by athunderstorm. The notification 2370 indicates that for the comment“#snowstorm” from a non-player, the player's (i.e., poster) airport ishit by a snowstorm.

FIG. 24A illustrates an example of a user interface 2400 within a socialnetwork with a player notification about one player purchasing agame-play item within the game and other player comments on the playernotification. For example, the post 2402 indicates that the player haspurchased an in-game airplane. The notification 2410 indicates that forthe approval, the commenter gains 10 coins. The notification 2412indicates that for the comment “#maiden voyage” from a player, thecommenter and the poster gain one “1 hour boost item”. The notification2414 indicates that for the comment “#thunderstorm” from a player, thecommenter receives a thunderstorm item (in-game item). The notification2416 indicates that for the comment “#snowstorm” from a player, thecommenter receives a snowstorm item (in-game item).

FIG. 24B illustrates an example of a user interface 2450 within a socialnetwork with a player notification about one player purchasing agame-play item within the game and other non-player comments on theplayer notification. For example, the post 2452 indicates that theplayer has purchased an in-game airplane. The notification 2460indicates that for the approval, no award is given. The notification2462 indicates that for the comment “#maiden voyage” from a non-player,the player (i.e., poster) receives one experience point. Thenotification 2464 indicates that for the comment “#thunderstorm” from anon-player, the player's (i.e., poster) airport is hit by athunderstorm. The notification 2466 indicates that for the comment“#snowstorm” from a non-player, the player's (i.e., poster) airport ishit by a snowstorm.

FIG. 25A illustrates an example of a user interface 2500 within a socialnetwork with a player notification about one player purchasing agame-play area within the game and other player comments on the playernotification. For example, the post 2502 indicates that the player haspurchased a small terminal. The notification 2510 indicates that for theapproval, the building time is decreased. The notification 2512indicates that for the comment “#let me help” from a player, thebuilding time is decreased by 5%. The notification 2514 indicates thatfor the comment “#congrats” from a player, the commenter is given 10coins. The notification 2516 indicates that for the comment “#vandalize”from a player, the building time is increased by 5%. The notification2518 indicates that for the comment “#thunderstorm” from a player, thecommenter receives a thunderstorm item (in-game item). The notification2520 indicates that for the comment “#snowstorm” from a player, thecommenter receives a snowstorm item (in-game item).

FIG. 25B illustrates an example of a user interface 2550 within a socialnetwork with a player notification about one player purchasing agame-play area within the game and other non-player comments on theplayer notification. For example, the post 2552 indicates that theplayer has purchased a small terminal. The notification 2560 indicatesthat for the approval, the building time is decreased. The notification2562 indicates that for the comment “#let me help” from a non-player,the building time is decreased by 5%. The notification 2564 indicatesthat for the comment “#congrats” from a non-player, the player (i.e.,poster) is given 5 coins. The notification 2566 indicates that for thecomment “#vandalize” from a non-player, the building is damaged and thebuilding time is increased by 5%. The notification 2568 indicates thatfor the comment “#thunderstorm” from a non-player, the player's (i.e.,poster) airport is hit by a thunderstorm. The notification 2570indicates that for the comment “#snowstorm” from a non-player, theplayer's (i.e., poster) airport is hit by a snowstorm.

FIG. 26A illustrates an example of a user interface 2600 within a socialnetwork with a player notification about one player building a game-playitem within the game and other player comments on the playernotification. For example, the post 2602 indicates that the player istrying to finish building a hangar. The notification 2610 indicates thatfor the approval, the poster and commenter receive three energy points.The notification 2612 indicates that for the comment “#fuel drums” froma player, the poster receives an in-game item.

FIG. 26B illustrates an example of a user interface 2650 within a socialnetwork with a player notification about one player building a game-playitem within the game and other non-player comments on the playernotification. The notification 2660 indicates that for the approval, theplayer (i.e., poster) receives three energy points. The notification2662 indicates that for the comment “#fuel drums” from a non-player, theplayer (i.e., poster) receives an in-game item.

FIG. 27A illustrates an example of a user interface 2700 within a socialnetwork with a player notification about one player performing a taskwithin the game and other player comments on the player notification.For example, the post 2702 indicates that the player is trying to finisha task, in this example, “favor for the mayor.” The notification 2710indicates that for the approval, the poster and commenter receive fiveexperience points. The notification 2712 indicates that for the comment“#lumber” from a player, the poster receives an in-game item.

FIG. 27B illustrates an example of a user interface 2750 within a socialnetwork with a player notification about one player performing a taskwithin the game and other non-player comments on the playernotification. For example, the post 2752 indicates that the player istrying to finish a task, in this example, “favor for the mayor.” Thenotification 2760 indicates that for the approval, the player (i.e.,poster) receives five experience points. The notification 2762 indicatesthat for the comment “#lumber” from a non-player, the player (i.e.,poster) receives an in-game item.

FIG. 28A illustrates an example of a user interface 2800 within a socialnetwork with a player notification about one player finishing a taskwithin the game and other player comments on the player notification.For example, the post 2802 indicates that the player has finished atask, in this example, “favor for the mayor.” The notification 2810indicates that for the approval, the poster and commenter receive threeexperience points. The notification 2812 indicates that for the comment“#congrats” from a player, the poster and commenter receive fiveexperience points.

FIG. 28B illustrates an example of a user interface 2850 within a socialnetwork with a player notification about one player finishing a taskwithin the game and other non-player comments on the playernotification. For example, the post 2852 indicates that the player hasfinished a task, in this example, “favor for the mayor.” Thenotification 2860 indicates that for the approval, the player (i.e.,poster) receives three experience points. The notification 2862indicates that for the comment “#congrats” from a non-player, the player(i.e., poster) receives one experience point.

FIG. 29A illustrates an example of a user interface 2900 within a socialnetwork with a player notification about one player arriving at anotherplayer's area within the game and other player comments on the playernotification. For example, the post 2902 indicates that the player haschecked into a friend's airport. The notification 2910 indicates thatfor the approval, the poster and commenter receive two experiencepoints. The notification 2912 indicates that for the comment “#safeflight” from a player, the poster and commenter receive one “+5 energyitem.”

FIG. 29B illustrates an example of a user interface 2950 within a socialnetwork with a player notification about one player arriving at anotherplayer's area within the game and other non-player comments on theplayer notification. For example, the post 2952 indicates that theplayer has checked into a friend's airport. The notification 2960indicates that for the approval, the player (i.e., poster) receives twoexperience points. The notification 2962 indicates that for the comment“#safe flight” from a non-player, the player (i.e., poster) receives one“+5 energy item.”

FIG. 30 illustrates an example of a user interface 3000 including twoexamples of game states that affect game play. The first example 3010 isa thunderstorm game item that may be used at friend's airports to addrain, thunder, lightning to the airport, and to shut down the airportfor an hour. For example, this item can only be used once every 12 hoursand after the thunderstorm ends the player cannot be affected for 24hours. The second example 3020 is a snowstorm game item that may be usedat friend's airports to add snow to the airport, and to shut down theairport for an hour. For example, this item can only be used once every12 hours and after the thunderstorm ends the player cannot be affectedfor 24 hours.

FIG. 31 illustrates an example of a user interface 3100 including oneexample of a game state that affects game play. The example 3110 is ofAir Force One (i.e., the president) visiting the player's airport. Forexample, this shuts down the player's airport for 8 hours, the playercan interact with Air Force One via a nomination link for decreasing thetime Air Force One is at the airport, and after Air Force One is sentoff, the player cannot be sent the airplane again for 24 hours.

Referring now to FIG. 32 , an example method 3200 illustrates theoperations involved with allowing access from one or more clients(users, players, or gamers) to a game. The method 3200 begins andproceeds (either directly or via other operations) to a block 3202including one or more operations configured to receive a game playrequest (for a single player) from one or more clients (for example, viaa mobile device, a social network, online gaming server etc.). Fromthere the method 3200 proceeds to the next block 3204, which includesone or more operations configured to select a game from an incoming portnumber. From there, the method 3200 proceeds to the next block 3206,which includes one or more operations configured to authorize a clientto send/receive game-play information. From that point the method 3200proceeds to the next block 3208, which includes one or more operationsfor translating game-play information in order to accommodate differentclients. From there, the method 3200 proceeds to the next block 3210including one or more operations configured to either initiate orperform game play through the client. From there, the method 3200 (orsubroutine) may either end or proceed to other blocks of operations.

Referring now to FIG. 33 , an example method 3300 illustrates how todetermine game-play graphics based on a user device. The method 3300begins and proceeds to block 3302, which includes one or more operationsconfigured to sign in a user/player or display log-in options. Themethod 3300 proceeds to either block 3304 or 3306. In block 3304, themethod 3300 includes one or more operations for determining the type ofuser device (for example, desktop, mobile device, tablet etc.) In block3306, the method 3300 includes one or more operations for receiving userpreferences. From blocks 3304 and 3306, the method 3300 proceeds toblock 3308, at which stage, with one or more operations, the methodalters game-play graphics (for example, 3D, 2D, etc.) based on the typeof user device and/or user preference. From there the method 3300 (orsubroutine) may end or proceed to other subroutines.

Referring now to FIG. 34 , a method 3400 for synchronizing informationacross platforms begins and proceeds (either directly or via otheroperations) to a block 3402, including one or more operations for eitherinitiating or performing game play. From there, the method 3400 proceedsto the next block 3404, including one or more operations for receivinggame-play information (for example, rewards, features, etc.) From there,the method 3400 proceeds to the next block 3406, which includes one ormore operations configured to synchronize information that is receivedwith a global database. From there, the method 3400 (a subroutine) mayeither end or proceed to other operations.

Referring now to FIG. 35 , a graphical representation illustratesgenerally as indicated by reference numeral 3500 integrated play byvarious users with a different user status. An index of user status isindicated by reference numeral 3502 indicating a “leader,” a “follower,”and a “bystander.” The examples of user “status” indicated accords fullplay capabilities to a “leader,” “restricted” or “limited” playcapabilities to a “follower” and “viewing” and capability to “influence”play with keyword responses to a “bystander.” FIG. 35 illustrates thatmultiple users, for example, Users 1, 2, 3, through N, each with adifferent status, for example, either “leader,” “bystander,” or“follower,” may initiate games, for example, Game 1 (indicated byreference numeral 3510 a), Game 2 (indicated by reference numeral 3510b), Game 3 (indicated by reference numeral 3510 c) through Game N(indicated by reference numeral 3510 d). Each of these games is playedin a virtual game arena 3504, either individual or shared, hosted on adedicated server or in a cloud. Game 1 is displayed or accessed on adesktop, Game 2 on a laptop, Game 3 on a tablet. As one example, User 1(a “leader”) is illustrated as accessing Game 1 on a desktop. As anotherexample, User 3 (a “bystander”) is illustrated as viewing Game 1. As yetanother example, User 2 (a “follower”) is illustrated as branching offto a sub game 1 (indicated by reference numeral 3520), for separate playon a tablet. Any information accumulated during the sub game issynchronized after User 2 reconnects to the original game. A user with“bystander” status (User 3) may influence the game by responding to wallposts or responding with a key word. Reward or point allocation is basedon the status of the player. For example, a player playing a game (forexample, a follower), receives rewards or takes away from the main gameplayer more than a bystander does. A bystander does not receive anyrewards; its role is simply to assist a friend or influence game play bya “core” player. As another example, User 4 (for example, a follower)may branch off to a sub-game on a mobile phone. Any information for oron the game is synchronized after User 4 reconnects to the originalgame.

Referring now to FIG. 36 , a graphical representation illustrates thatvirtual game play may be operated in a cloud for one or more games,concurrently or otherwise, as indicated by reference numeral 3620. Theplatform may be agnostic facilitating shared game play, bystander gameplay or remote game play. Players or gamers may access this virtual gameplay either via a personal computer 3610, a game console 3612, a mobiledevice 3614, or a tablet 3616.

FIG. 37 illustrates a graphical representation indicated generally byreference numeral 3700 to show different user experience. For example, aparticular user (User 1) may experience a three-dimensional (3D) displayon a computer 3710 (for example, a desktop) during the main game 3712.From the main game, the same user (User 1) may branch off to a sub-gameplay to experience a two-dimensional display (2D) as indicated byreference numeral 3722 on a mobile device 3720 (for example, on either atablet, a mobile device, etc.).

FIG. 38 illustrates integrated play of Game 1 on a desktop (3510 a),Game 2 on a laptop (3510 b), and Game 3 on a tablet (3510 c). Asillustrated, each of these games may be accessed via a mobile deviceclient 3810, a social network client 3820, and an online gaming client3830. An incoming port number determines the appropriate game (3840). Asone example, a client may be authorized for play in Game 2 through asession key, as illustrated by reference numeral 3842. Authorization maybe with communication with a global accounts database 3850. Commands areprocessed (3840) with communication with databases (Game 1 database3860, Game 2 database 3870, and Game 3 database 3880) and replies aregenerated back to clients (3846).

FIG. 39 illustrates an example method for posting game-play activity ona social network. It should be understood that the order of theoperations in FIG. 39 is merely by way of example and may be performedin different orders than those that are illustrated and some operationsmay be excluded, and different combinations of the operations may beperformed. In the example method illustrated, one or more operations mayinclude signing in or displaying log-in options, as illustrated by block3902. The method 3900 then proceeds to the next block 39039 and mayinclude one or more operations to initiate or perform game play. Themethod 3900 then proceeds to the next block 3906 and may include one ormore operations to post an event to a social network feed. The method3900 then proceeds to the next block 3908 and may include one or moreoperations to store post identification information.

FIG. 40 illustrates an example method for interacting with a game basedon social network activity. It should be understood that the order ofthe operations in FIG. 40 is merely by way of example and may beperformed in different orders than those that are illustrated and someoperations may be excluded, and different combinations of the operationsmay be performed. In the example method illustrated, one or moreoperations may include posting game-play event to the social networkfeed, as illustrated by block 4002. The method 4000 then proceeds to thenext block 4004 and may include one or more operations to receive socialinteraction (e.g., comments, likes, etc.) related to the posted event.The method 4000 then proceeds to the next block 4006 and may include oneor more operations to generate a reward for the player based on thesocial interaction related to the posted event. The method 4000 thenproceeds to the next block 4008 and may include one or more operationsto send in-game reward to player.

FIG. 41 illustrates a video gaming scenario, with two core players 1 and2 (at A and D), who have a “leader” status, indicated by referencenumerals 4102 and 4108. A “casual” player or “follower” (at B) isillustrated by reference numeral 4104 and has the capability toinfluence both the core players, as indicated by the arrows.Additionally, a “core” player, for example, Player 2, can participate asa “bystander” as well and influence another “core” player, Player 1. Anon-player or “bystander” also participates (at C), providingkeyword-based participation, as indicated by reference numeral 4106. Allthe various players interact with each other, some having larger impact(those that are “leader” or “core” players) on the play of another“core” player, whereas a “casual” player has a smaller or little impacton the play of others, and a “bystander” has even less impact.

As one example, a religious gaming application is described here. A“core” player may create his or her own church or organization. Another“core” player 2 may create his or her own church or organization aswell. The “casual” player 3 may be a follower of both “core” Player 1and Player 2, such that acts by the “follower” either enhance or detracta play by Player 1 or Player 2. By way of example, the follower Player 3may give virtual money ($10 per day out of a $20) to each of the coreplayers. Circumstances may change this flow of money, for example,“core” Player 2 upsets follower Player 3, who routes all of his virtualmoney to Player 1. Player 2 may retaliate against Player 3, byinitiating an action against Player 1, creating a deficit in his or heraccount, thereby impacting the play by Player 1. Likewise, the bystanderC may continue to influence plays by Player 1 or Player 2. Finally, FIG.6 illustrates a social network 1, illustrated by reference numeral 4110and a social network 2 illustrated by reference numeral 4112, eachindicating Player responses and friend responses in Player A's socialnetwork or social graph.

FIG. 42 illustrates an example general architecture configuration with a“leader” or “follower” gaming platform 4202, a “bystander” platform4204, location-based game play platforms 4206, and game consoles 4208.The “leader” or “follower” platform may facilitate access to videogaming application via social sites and the “bystander” platform 4204via social network messaging functionality. A flexible platform 4206 mayfacilitate location-based game play via mobile devices and game consoles4208 may facilitate unique and custom console gameplay sequences. Acentral unit 4210 may facilitate continuous game play that is sharedacross all platforms, thereby making the game content agnostic.

FIG. 43 is a graphical representation 4300 illustrating some embodimentsof multiple devices connected for centralized game play in a gamingapplication linked with a social network. For example, multiple userdevices may be connected to a virtual game-play cloud 4320. The multipleuser devices may be all the same or different and may include, forexample, one or more personal computers 4310 via a social network server102 a, one or more game consoles 4312, one or more mobile devices 4314,and one or more tablets 4316. All or some of these devices are connectedto the virtual game-play cloud for platform agnostic, shared, andsynchronized gameplay.

FIG. 44 is a graphical representation 4400 illustrating some embodimentsof receiving an in-game reward based on social network activity. In someimplementations, in-game rewards (experience, coins, special game eventsetc.) may be triggered by the player's friends commenting or interactingwith the player's game activity wall post. For example, the player signsin/logs-in to the game illustrated by block 4410. Simultaneously theplayer is logged into the client (that hosts the game application) andthe social network to perform social network activity illustrated byblocks 4420 and 4430. While logged-in to the client, the player mayparticipate in game play, as illustrated by block 4422. While playingthe game, the player may post an event to a social network feed, asillustrated by block 4424 at which point the postID (for access) iswritten to a database, as illustrated by block 4426. Also while playingthe game, the player may receive an in-game reward, as illustrated byblock 4428.

In the social network, when the postID (for access) is written to adatabase, as illustrated by block 4426, the social network application(e.g., game application) loops through all postIDs generated in thegame, as illustrated by block 4432. The social network application thenprocesses each post for comments and likes, as illustrated by block4434. The social network application then generates a friend rewardwithin the social network, as illustrated by block 4436. The socialnetwork application then generates a player reward, as illustrated byblock 4438 which also sends a request to the game to give the reward tothe player in the game.

The comments and game actions they invoke which are described in FIGS.5-44 are used by way of example, one skilled in the art will recognizethat other examples and configurations are possible.

The foregoing description of the implementations of the presenttechnology has been presented for the purposes of illustration anddescription. It is not intended to be exhaustive or to limit the presenttechnology to the precise form disclosed. Many modifications andvariations are possible in light of the above teaching. It is intendedthat the scope of the present technology be limited not by this detaileddescription, but rather by the claims of this application. As should beunderstood by those familiar with the art, the present technology may beimplemented in other specific forms, without departing from the spiritor essential characteristics thereof. Likewise, the particular namingand division of the modules, routines, features, attributes,methodologies, and other aspects are not mandatory or significant, andthe mechanisms that implement the present disclosure or its features mayhave different names, divisions and/or formats. Furthermore, as shouldbe apparent to one of ordinary skill in the relevant art, the modules,routines, features, attributes, methodologies and other aspects of thepresent technology can be implemented as software, hardware, firmware,or any combination of the three. Also, wherever a component, an exampleof which is a module, of the present technology is implemented assoftware, the component can be implemented as a standalone program, aspart of a larger program, as a plurality of separate programs, as astatically or dynamically linked library, as a kernel loadable module,as a device driver, and/or in every and any other way known now or inthe future to those of ordinary skill in the art of computerprogramming. Additionally, the present technology is in no way limitedto implementation in any specific programming language, or for anyspecific operating system or environment. Accordingly, the disclosure ofthe present technology is intended to be illustrative, but not limiting,of the scope of the present disclosure, which is set forth in thefollowing claims.

What is claimed is:
 1. A computer-implemented method using a pluralityof computing devices in a cloud computing network, the methodcomprising: providing access to a video gaming application operated inthe cloud computing network to the plurality of computing devices;enabling a first computing device of the plurality of computing devicesto participate in a first gameplay of the video gaming application viathe cloud computing network, the first computing device participating inthe first gameplay via a first gaming platform; enabling a secondcomputing device of the plurality of computing devices to participate ina second gameplay of the video gaming application via the cloudcomputing network, the second computing device participating in thesecond gameplay via a second gaming platform; receiving one or moreinteractions via a social network service in association with an eventfrom one of the first gameplay and the second gameplay of the videogaming application; determining an influence to one of the firstgameplay and the second gameplay of the video gaming application basedon the one or more interactions via the social network service; andmodifying one of the first gameplay and the second gameplay of the videogaming application based on the influence.
 2. The computer-implementedmethod of claim 1, wherein a gaming platform is one of a mobile device,a game console, a social network messaging application, and a socialwebsite.
 3. The computer-implemented method of claim 1, wherein thefirst gameplay and the second gameplay are a shared gameplay that isshared across the first computing device and the second computing deviceby a first player and a second player, respectively, and wherein thefirst computing device is a personal computer and the second computingdevice is a mobile device.
 4. The computer-implemented method of claim3, wherein the first player and the second player have different levelsof capability in the shared gameplay.
 5. The computer-implemented methodof claim 1, wherein the first gameplay and the second gameplay are ashared game played by a same player via different platforms.
 6. Thecomputer-implemented method of claim 1, wherein the first gameplay andthe second gameplay are different games played by different players viaa same gaming platform.
 7. The computer-implemented method of claim 1,wherein the first gameplay and the second gameplay are different gamesplayed by different players via a different gaming platform.
 8. Thecomputer-implemented method of claim 1, wherein game content in thefirst gameplay and the second gameplay is platform agnostic.
 9. Thecomputer-implemented method of claim 1, wherein the video gamingapplication is linked with the social network service that enables usersof the video gaming application to send text-based posts.
 10. Thecomputer-implemented method of claim 1, wherein the video gamingapplication is linked with the social network service to enabletext-based posts to be broadcasted for the event from one of the firstgameplay and the second gameplay.
 11. The computer-implemented method ofclaim 1, wherein the video gaming application is linked with a socialnetwork application that enables social network activities to affect oneof the first gameplay and the second gameplay.
 12. Thecomputer-implemented method of claim 11, wherein the social networkapplication is included in the video gaming application.
 13. Thecomputer-implemented method of claim 11, wherein the social networkapplication is a stand-alone third-party application coupled to thevideo gaming application.
 14. A system for hosting and providing a videogaming environment to one or more users, comprising: one or moreprocessors; and a memory storing instructions that, when executed by theone or more processors, cause the system to: provide access to a videogaming application operated in a cloud computing network to a pluralityof computing devices; enable a first computing device of the pluralityof computing devices to participate in a first gameplay of the videogaming application via the cloud computing network, the first computingdevice participating in the first gameplay via a first gaming platform;enable a second computing device of the plurality of computing devicesto participate in a second gameplay of the video gaming application viathe cloud computing network, the second computing device participatingin the second gameplay via a second gaming platform; receive one or moreinteractions via a social network service in association with an eventfrom one of the first gameplay and the second gameplay of the videogaming application; determine an influence to one of the first gameplayand the second gameplay of the video gaming application based on the oneor more interactions via the social network service; and modify one ofthe first gameplay and the second gameplay of the video gamingapplication based on the influence.
 15. The system of claim 14, whereina gaming platform is one of a mobile device, a game console, a socialnetwork messaging application, and a social website.
 16. The system ofclaim 14, wherein the first gameplay and the second gameplay are ashared gameplay that is shared across the first computing device and thesecond computing device by a first player and a second player,respectively, and wherein the first computing device is a personalcomputer and the second computing device is a mobile device.
 17. Thesystem of claim 16, wherein the first player and the second player havedifferent levels of capability in the shared gameplay.
 18. The system ofclaim 14, wherein the first gameplay and the second gameplay are a samegame played by a same player via different platforms.
 19. The system ofclaim 14, wherein game content in the first gameplay and the secondgameplay is platform agnostic.
 20. The system of claim 14, wherein thevideo gaming application is linked with a social network applicationthat enables social network activities to affect one of the firstgameplay and the second gameplay.